Home | History | Annotate | Download | only in skia
      1 /*
      2  * Copyright (C) 2016 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #pragma once
     18 
     19 #include "FunctorDrawable.h"
     20 #include "RecordingCanvas.h"
     21 #include "RenderNodeDrawable.h"
     22 #include "TreeInfo.h"
     23 #include "hwui/AnimatedImageDrawable.h"
     24 #include "utils/LinearAllocator.h"
     25 #include "utils/Pair.h"
     26 
     27 #include <deque>
     28 
     29 namespace android {
     30 namespace uirenderer {
     31 
     32 namespace renderthread {
     33 class CanvasContext;
     34 }
     35 
     36 class Outline;
     37 
     38 namespace VectorDrawable {
     39 class Tree;
     40 }
     41 typedef uirenderer::VectorDrawable::Tree VectorDrawableRoot;
     42 
     43 namespace skiapipeline {
     44 
     45 class SkiaDisplayList {
     46 public:
     47     size_t getUsedSize() { return allocator.usedSize() + mDisplayList.usedSize(); }
     48 
     49     ~SkiaDisplayList() {
     50         /* Given that we are using a LinearStdAllocator to store some of the
     51          * SkDrawable contents we must ensure that any other object that is
     52          * holding a reference to those drawables is destroyed prior to their
     53          * deletion.
     54          */
     55         mDisplayList.reset();
     56     }
     57 
     58     /**
     59      * This resets the DisplayList so that it behaves as if the object were newly
     60      * constructed.  The reuse avoids any overhead associated with destroying
     61      * the SkLiteDL as well as the deques and vectors.
     62      */
     63     void reset();
     64 
     65     /**
     66      * Use the linear allocator to create any SkDrawables needed by the display
     67      * list. This could be dangerous as these objects are ref-counted, so we
     68      * need to monitor that they don't extend beyond the lifetime of the class
     69      * that creates them. Allocator dtor invokes all SkDrawable dtors.
     70      */
     71     template <class T, typename... Params>
     72     T* allocateDrawable(Params&&... params) {
     73         return allocator.create<T>(std::forward<Params>(params)...);
     74     }
     75 
     76     /**
     77      * Returns true if the DisplayList does not have any recorded content
     78      */
     79     bool isEmpty() const { return mDisplayList.empty(); }
     80 
     81     /**
     82      * Returns true if this list directly contains a GLFunctor drawing command.
     83      */
     84     bool hasFunctor() const { return !mChildFunctors.empty(); }
     85 
     86     /**
     87      * Returns true if this list directly contains a VectorDrawable drawing command.
     88      */
     89     bool hasVectorDrawables() const { return !mVectorDrawables.empty(); }
     90 
     91     bool hasText() const { return mDisplayList.hasText(); }
     92 
     93     /**
     94      * Attempts to reset and reuse this DisplayList.
     95      *
     96      * @return true if the displayList will be reused and therefore should not be deleted
     97      */
     98     bool reuseDisplayList(RenderNode* node, renderthread::CanvasContext* context);
     99 
    100     /**
    101      * ONLY to be called by RenderNode::syncDisplayList so that we can notify any
    102      * contained VectorDrawables or GLFunctors to sync their state.
    103      *
    104      * NOTE: This function can be folded into RenderNode when we no longer need
    105      *       to subclass from DisplayList
    106      */
    107     void syncContents(const WebViewSyncData& data);
    108 
    109     /**
    110      * ONLY to be called by RenderNode::prepareTree in order to prepare this
    111      * list while the UI thread is blocked.  Here we can upload mutable bitmaps
    112      * and notify our parent if any of our content has been invalidated and in
    113      * need of a redraw.  If the renderNode has any children then they are also
    114      * call in order to prepare them.
    115      *
    116      * @return true if any content change requires the node to be invalidated
    117      *
    118      * NOTE: This function can be folded into RenderNode when we no longer need
    119      *       to subclass from DisplayList
    120      */
    121 
    122     bool prepareListAndChildren(
    123             TreeObserver& observer, TreeInfo& info, bool functorsNeedLayer,
    124             std::function<void(RenderNode*, TreeObserver&, TreeInfo&, bool)> childFn);
    125 
    126     /**
    127      *  Calls the provided function once for each child of this DisplayList
    128      */
    129     void updateChildren(std::function<void(RenderNode*)> updateFn);
    130 
    131     /**
    132      *  Returns true if there is a child render node that is a projection receiver.
    133      */
    134     inline bool containsProjectionReceiver() const { return mProjectionReceiver; }
    135 
    136     void attachRecorder(RecordingCanvas* recorder, const SkIRect& bounds) {
    137         recorder->reset(&mDisplayList, bounds);
    138     }
    139 
    140     void draw(SkCanvas* canvas) { mDisplayList.draw(canvas); }
    141 
    142     void output(std::ostream& output, uint32_t level);
    143 
    144     LinearAllocator allocator;
    145 
    146     /**
    147      * We use std::deque here because (1) we need to iterate through these
    148      * elements and (2) mDisplayList holds pointers to the elements, so they
    149      * cannot relocate.
    150      */
    151     std::deque<RenderNodeDrawable> mChildNodes;
    152     std::deque<FunctorDrawable*> mChildFunctors;
    153     std::vector<SkImage*> mMutableImages;
    154 private:
    155     std::vector<Pair<VectorDrawableRoot*, SkMatrix>> mVectorDrawables;
    156 public:
    157     void appendVD(VectorDrawableRoot* r) {
    158         appendVD(r, SkMatrix::I());
    159     }
    160 
    161     void appendVD(VectorDrawableRoot* r, const SkMatrix& mat) {
    162         mVectorDrawables.push_back(Pair<VectorDrawableRoot*, SkMatrix>(r, mat));
    163     }
    164 
    165     std::vector<AnimatedImageDrawable*> mAnimatedImages;
    166     DisplayListData mDisplayList;
    167 
    168     // mProjectionReceiver points to a child node (stored in mChildNodes) that is as a projection
    169     // receiver. It is set at record time and used at both prepare and draw tree traversals to
    170     // make sure backward projected nodes are found and drawn immediately after mProjectionReceiver.
    171     RenderNodeDrawable* mProjectionReceiver = nullptr;
    172 
    173     // mProjectedOutline is valid only when render node tree is traversed during the draw pass.
    174     // Render nodes that have a child receiver node, will store a pointer to their outline in
    175     // mProjectedOutline. Child receiver node will apply the clip before any backward projected
    176     // node is drawn.
    177     const Outline* mProjectedOutline = nullptr;
    178 
    179     // mParentMatrix is set and valid when render node tree is traversed during the draw
    180     // pass. Render nodes, which draw in a order different than recording order (e.g. nodes with a
    181     // child receiver node or Z elevation), can use mParentMatrix to calculate the final transform
    182     // without replaying the matrix transform OPs from the display list.
    183     // Child receiver node will set the matrix and then clip with the outline of their parent.
    184     SkMatrix mParentMatrix;
    185 };
    186 
    187 }  // namespace skiapipeline
    188 }  // namespace uirenderer
    189 }  // namespace android
    190